TTHHEE NNIINNTTHH WWOORRLLDD BBEESSTTIIAARRYY BBYY MMOONNTTEE CCOOOOKK && BBRRUUCCEE CCOORRDDEELLLL TTHHEE NNIINNTTHH WWOORRLLDD BBEESSTTIIAARRYY CREDITS Writers/Designers Monte Cook and Bruce Cordell Additional Writing Shanna Germain Lead Editor Shanna Germain Editor and Proofreader Ray Vallese Lead Artist Kieran Yanner Graphic Designer Sarah Robinson Artists Chrom, Dreamstime.com, Jason Engle, Guido Kuip, Eric Lofgren, Patrick McEvoy, Jeremy McHugh, Brynn Metheny, Michael Perry, Roberto Pitturru, Scott Purdy, Lee Smith, Matt Stawicki, Michael Startzman, Keith Thompson, Cory Trego-Erdner, Shane Tyree, Kieran Yanner Monte Cook Games Editorial Board Scott C. Bourgeois, David Wilson Brown, Eric Coates, Ryan Klemm, Jeremy Land, Laura Wilkinson, George Ziets Kickstarter Creature Contributors Chris Avellone, Leslie Balazs, Clint Barkely, Henk Birkholz, Cameron Corniuk, Steven Dengler, Daniel Knoop, Mike Loftus © 2014 Monte Cook Games, LLC NUMENERA and its logo are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC. Printed in Canada. TABLE OF CONTENTS INTRODUCTION: CREATURE FEATURE 4 DESIGNING NUMENERA CREATURES 5 ECOLOGY OF THE NINTH WORLD 11 CREATURES OF THE NINTH WORLD 16 Understanding the Listings 16 Random Encounter Tables 18 Creatures 20 Characters 139 People of Renown 142 CREATURE INDEX 159 INTRODUCTION: CREATURE FEATURE W hen I was a kid, there was a show on the local TV channel on Saturday afternoons called “Creature Double Feature.” It played old black-and-white science fiction and horror movies. That might have been the beginning of my fascination with monsters. Or you know, maybe it was that red-haired thing that wore white sneakers and chased Bugs Bunny around. (Its name was Gossamer, by the way.) Or the monsters on Sesame Street. Regardless, I’ve been a fan of monsters and creatures for as long as I can remember. Which means that, of all the kinds of RPG books out there, the ones filled with creatures are my favorites: bestiaries. And there are a lot of them. I’ve written a few, in fact. That means, of course, that I spent a lot of time thinking about how this bestiary would be different. I thought of a lot of ideas, but they were all very gimmicky. Finally, I realized that it was a waste of brainpower. Why? Because Numenera takes care of it for me. Numenera is weird. Numenera creatures are one of the best ways—if not the best way—to characterize and personify that weirdness in one single thing. I knew that The Ninth World Bestiary would be different and great if we just stayed true to that ideal. If we focused on the weird and took it even farther than we did in the corebook, we would have an amazing bestiary. I’m proud and happy to say that I think we pulled it off. In these pages you’ll find the jurulisk, a creature from another reality where geometry works differently. You’ll find the silver orphans, left over from an ancient aeon, their original reason to exist now long gone. You’ll also find the Nibovian companion and Nibovian child, each more horrific and weird than the Nibovian wife. (Who are these Nibovians, anyway?) And of course, there’s the latos, which is a creature, a location, and an entire adventure in one package. And that’s just the beginning. We referenced a lot of source material while creating this bestiary. A small sampling of these sources includes: All Yesterdays, John Conway Cabinet of Natural Curiosities, Albertus Seba Codex Seraphinianus, Luigi Serafini Frankenstein’s Cat, Emily Anthes Future Evolution, Peter Ward The Future Is Wild, Dougal Dixon Man After Man, Dougal Dixon The New Dinosaurs, Dougal Dixon 4 DESIGNING NUMENERA CREATURES D esigning creatures for Numenera is intentionally very easy. At its most basic, COREBOOK CALLOUTS a creature—like any NPC—is just a level. Throughout this supplement, you’ll see page references That tells you all you need, and then you just layer to various items accompanied by this symbol. These are in the description. That’s kind of the amazing page references to the Numenera corebook, where you can thing. You can describe a terrible slavering beast find additional details about that item, place, creature or concept. It with three clawed limbs, a mouth like a sphincter, isn’t necessary to look up the referenced items in the corebook; it’s and some kind of blue jelly covering its flesh, but an optional way to learn more about the Ninth World and provide “behind the screen” (so to speak) all you have is additional information to your players. “level 5.” The key, as with everything in Numenera, is making it weird. A standard bear or wolf isn’t really going to cut it in this setting. But a twisted limited in what they can do in an action because thing with a bearlike head, a four-legged frame their form, size, and nature can vary so wildly. like a wolf (oh, make it six legs), a magnetic- LEVEL resonating metal plate where its eyes should be, and an extraneous sac of poison to spray? Now A creature’s level is a measure of its power, you’ve got a Numenera creature. defense, intelligence, speed, and ability to interact The Numenera corebook gives a brief with the world around it. Generally, it is an discussion on designing new creatures in Chapter indicator of toughness in combat, although it’s Designing creatures, page 339 21 (page 339). Basically, all a Numenera GM really certainly possible to have a lower-level creature needs to know is that creatures can work however be a tougher opponent than a slightly higher one, you want them to. But for those who would like particularly in certain circumstances. Level isn’t more details, suggestions, guidelines, and food an abstract tool to match up NPCs to PCs for for thought, this chapter is for you. “appropriate” encounters. Instead, it’s an overall Creatures, of course, don’t follow the same rating of the creature to show how it fits into the rules as the player characters. They don’t have context of the world. There is no rule that says a stat Pools, don’t use Effort, and aren’t as strictly certain ability should be given only to a creature of 5 “The largest and most impressive specimen I was ever able to fully dissect was a cragworm. Obtaining that specimen was a task that gives me nightmares to this day.” ~Jarash, well-known naturalist a certain level, and there is no rule dictating how being an exception. So when determining a level, Cragworm, page 236 many abilities a creature of a given level should figure out an appropriate rating (on a scale of 1 to have. But keep the spirit of the system in mind: 10) for the creature for most things. Don’t base lower-level creatures are less dangerous. its level on the one thing it does best because you Obviously, a creature’s level is its most can portray that as a modification. Level is the important feature. For some creatures, it is the baseline. only feature. If you know only the level, you have everything you need. Level determines how hard HEALTH it is to hit, how hard it is to dodge or resist, how much damage it does, and even its health Since creatures don’t have stat Pools, you have (typically its level times three). It tells you how to determine how much damage they can take, hard it is to interact with, fool, or intimidate, and and that’s health. Health should make sense. how well it can run, climb, and so on. It even tells Really big creatures should have lots of health, you how fast it acts in terms of initiative. and tiny ones should have very little. You can Of course, you’re free to modify any of this as also “cheat” a bit and give a creature that is really fits the creature, either for what you want it to do good in combat more health than its physicality in an encounter or—even better—to try to ensure might suggest to represent the fact that it is no that it makes sense in terms of its place in the pushover and not easily defeated. story and in the world. A really big creature should Although there are many, many variables, it’s have more health but be easier to hit in combat, safe to think—as a baseline—that a group of four for example. low-tier PCs is likely to dish out about 10 points of But in general, level becomes the default stat damage in a round. This figure assumes a nano for the creature, with pretty much everything else with Onslaught, a glaive and a jack with medium 6 DESIGNING NUMENERA CREATURES weapons, and a glaive with a heavy weapon. The You can compare the determinations you made nano deals 4 points of damage, the first glaive 5 about the creature’s health as a useful gauge to points (medium weapon and the pierce fighting figure out how much damage a creature will deal move), the jack 4 points, and the second glaive to the PCs in an encounter. Again, if you figure 50 7 points (heavy weapon and pierce). That’s a percent accuracy, the creature will deal its damage total of 20 points, and we can assume that they every other round. So if a creature has enough hit their target with a bit better than 50 percent health to last three rounds, on average, it will deal accuracy if they are fighting a level 3 or 4 foe and its damage twice. using Effort. This very rough estimate tells you Creatures that make more than one attack on that a creature with a health of 11 or less will be their turn potentially deal their damage with each wiped out in a single round (Armor figures hugely attack, which can greatly affect damage output. While figuring out a into this, however, so see below). A creature with creature’s Armor is an a health of 12 to 22 will last for two rounds. A issue involving game ARMOR creature with a health of 23 to 33 will last three. mechanics, it should And so on. Armor doesn’t depend on level. The default is no also reflect the nature For PCs who are third or fourth tier, you can Armor. of the creature. Thus, a beast with a somewhat add about 6 points to the average damage figure, Armor represents a suit of physical armor, thick hide might have based on using Effort to increase damage. At fifth thick skin, metal plating, scales, carapace, mental 1 or perhaps 2 points of and sixth tiers, you can figure that the PCs will wards, or any other type of similar protection. armor. A mechanical deal about 20 to 25 points of damage each round. Armor does not represent other things that creature, made mostly Again, these are rough estimates based on might make a creature hard to damage, such as of metal, should have at least 3 points of Armor. averages. They don’t figure in high dice rolls, intangibility (that’s represented in other ways). Some creatures might using lots of Effort, cyphers, artifacts, or GM Armor greatly influences how long a creature have a natural carapace intrusions. They’re useful as a rule of thumb to can last in a combat encounter. The Armor rating that gives them 4 or determine how hard or easy you want the fight reduces the damage the creature suffers each more points of Armor. to be. A single-round fight is kind of a pushover. round per character. So take our four characters Two to four rounds is interesting. Going five or six mentioned above, who inflict 4, 5, 4, and 7 points Generally, larger creatures have thicker rounds is a tough fight. Combat encounters that of damage, respectively. Give their foe 3 points of hides or outer shells go on longer than that can start to drag unless Armor, and now they inflict 1, 2, 1, and 4 points. and so will have higher the creature is really interesting or the encounter On an average round, they’ll inflict a total of Armor. Creatures with offers something unique (for example, it occurs 4 points of damage, and that creature with 11 some type of energy field on a precipice over a river of toxic sludge, and the health will last three rounds, not one. (Of course, or numenera-generated PCs have to protect a sickly NPC while dealing against such a foe, smart PCs will use Effort to shields could have very high Armor. There is with their foes). increase their damage.) no maximum amount In other words, creature health is the knob to Don’t give every creature Armor, though. If of Armor, but keep in adjust when determining how long you want a everything has 2 points of Armor, then all attacks mind that 6 is a very combat encounter to last. just deal 2 fewer points of damage, and that’s not high Armor rating and terribly interesting. Sometimes a creature with 10 points of armor is going to make a creature lots of health and no Armor can be an interesting DAMAGE almost invincible. encounter, too. It’s important to remember that damage is based on the creature’s level, not other factors. So a MOVEMENT level 6 creature that picks up a broadsword still inflicts 6 points of damage, not 4 points. You can Other than Armor, the only thing that level adjust the damage to fit the creature’s attack, doesn’t tell you is how fast a creature moves. but the level should always be the baseline. A However, unless there’s a really good reason to massive, strong creature will deal more damage do otherwise, just assume that it has a move of than its level might suggest, and a creature with short. This means that the creature moves like a particularly large claws or a powerful bite might PC—it moves a short distance as an action. do so as well. A particularly skillful combatant will Typically, flying creatures move a long distance deal more damage, too. Only very rarely should a in the air and a short distance (or less) on the creature deal less damage than its level. ground. Remember that more PCs have Armor than Creatures with a long movement are usually don’t, so it’s difficult (but not impossible) to large beings with a big stride. Small creatures can make creatures that deal only 1 or 2 points of be very quick, but that doesn’t mean they move a damage a challenge to the characters. long distance in a single round. 7 MODIFICATIONS OTHER CONSIDERATIONS Health, damage, and almost everything else in Those are all the main “headers” in the creature the creature’s entry provide a chance to mention format, but there are other things to think about. exceptions to the default assumptions based on Creature Size: Consider creature size very the creature’s level. Modifications are a catch-all carefully. For those that are quick and hard to of other exceptions. Basically, these are all tasks hit, increase the difficulty to attack them by one that the creature performs at something other step. Large, slow creatures should be easier to than its normal level. hit, so decrease the difficulty to attack them by A level 2 tree-dwelling beast might be level 4 one step. For a complete when it comes to climbing. A level 3 creature with Multiple Attacks: No matter how big and tough explanation of the a heightened sense of smell and good hearing is it is, it’s difficult for a single creature to hold its rules and a detailed probably level 4 or 5 when it comes to perception. own against a group of foes like the PCs. Giving description of terms like Tiny, quiet creatures are usually a level or two a creature multiple attacks as a single action—so Effort, Armor, cypher and stat Pools, please higher than their creature level at stealth. that it can attack some or all of the characters see the Numenera Not all modifications are positive. If you make a at once—goes a long way toward making it a corebook, Chapter 8: huge creature that is little more than a beast, you suitable foe for a group of opponents. Rules of the Game might want to make it a lower level for things like However, creatures with multiple attacks that (page 84). resisting trickery. A big, lumbering brute would likely appear in groups can simply be annoying, as be worse at stealth than its level would suggest. the combat encounter will take quite a while to A stupid creature might be terrible at perception. resolve (with lots of defense rolls to be made). Modifications that modify creatures down are just as Ignoring Armor: Attacks that ignore Armor are interesting as those that modify up. interesting because they really scare players. Such Don’t bother considering modifications in too attacks might be from intense heat, out-of-phase much detail. Only think about things that will come tentacles, or something so sharp that it cuts right up at the table. Figuring out how good a creature through whatever the PC is wearing. is at basket weaving or how much it knows about Use your discretion, however. For example, tidal pools probably isn’t worth the effort unless if Armor comes from a force field, a fiery blast “Differences in pack those elements play directly into your encounter. seems less likely to ignore it. And use this kind behavior, something I’m of thing sparingly because if everything ignores tempted to call cultural Armor, Armor loses its meaning. differences—have been COMBAT Poison and Disease: A level 1 creature could reported among vapes, Combat is simply where we note what the be poisonous, but its venom should inflict a few slurgen, slicer beetles, and many other creatures that creature does in a fight, how it reacts to combat, points of damage at most. The venom of a level most think of as mere and—most importantly—any special combat- 6 creature, on the other hand, might knock a PC animals. In my travels, I related abilities it might have. There are no down a step on the damage track or put him into have learned to keep an hard-and-fast rules here. In fact, it’s very much a coma if he fails a Might defense roll. open mind when it comes the opposite. This is the place where you note Other Special Abilities: A Numenera creature to what so-called simple creatures can accomplish how the creature makes its own rules. Multiple can have almost any kind of power or ability you and achieve. Sometimes, I agtacks in a single action? Fine. Poison? Good. want to dream up. Basically, it comes down to wonder what they think of Mental powers? Interesting. If you’re making what kind of roll the player makes—an Intellect us.” ~Jarash, well-known a creature for your own use, just make simple defense roll to ward off a weird mind attack, naturalist notes for how you want a combat encounter to a Speed defense roll to dodge a barrage of play out, so that it fits the role you want it to spikes, a Might defense roll to resist a cellular fit in the grander scheme. Use (or create) the disintegration, or perhaps something else. The mechanics to best replicate what you want the difficulty of the roll and the damage dealt by creature to do, not the other way around. the attack is based primarily on the level of the creature, although this can be modified if it seems MOTIVE, ENVIRONMENT, appropriate. Maybe there’s no roll involved. The creature INTERACTION, USE, LOOT just walks through the wall, teleports, or melts The bestiary provides these entries for creatures, the metal object it holds in its clutches. Although but for a GM’s home-brewed creature, they some of these abilities can give a creature a probably aren’t necessary. After all, you created tactical advantage in a combat encounter, they’re the creature, so you know how to use it and where just as often there to make it more interesting. it’s found, and you probably have a good idea of This means that level is probably more how the PCs can interact with it. important than any particular ability when it 8
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